I wish the acid tongue transferred over or could be imported. It would be great help in clearing out the keep infested with trolls in BG2. Well and dual wielding Acid Tongue and Black razor in ToB would be down right devilish

***I forget what it was called but I don't see the dwarf ghosts armor that you get from the basement of the keep after you set his trapped ghost free.

"Luck" has a vague description. It doesn't really add a flat +5% increase to all stats, it actually modifies all dice rolls by +1. Essentially it raises the average of ALL of your character's rolls, and thus enhances any attributes that depend on rolls. For example, you can never roll a 1 (critical miss) because it's always rolled as a 2. And your base crit chance is doubled: A to-hit of 19 is rolled as a 20.

Similarly, all of your damage rolls are increased by one point for each die. This can get rather complicated to understand. Your longsword's base 1d8 damage would normally deal 1-8 damage, but now it deals 2-8 because whatever value you rolled is increased by one point. Seems minor, but when dealing with multiple instances of damage this becomes far more effective. A level 10 Fireball normally rolls for 10d6 (1-6 points for each of the 10 die) for a total of 6-60 damage. Now each die would have its roll increased by one. The total would become 12-60 damage. Note that this cannot exceed the maximum roll, it only increases the average.

By contrast, all of the enemies' rolls and the damage instances you receive are reduced by one point for each roll. An incomming Fireball from a level 6 caster can roll 6d6 (6-36 damage). Let's say it rolled maximum on all its dice for 36 damage. It will have all of its dice rolls reduced by 1. All 6's would become 5's, dealing only 30 damage total. In addition, your saving throws are rolled as +1 value higher and you cannot be crit, as an opposing to-hit of 20 is reduced to 19.

Luck has never been viable before because the only source of it (the spell) had such a short duration at 18 seconds. But now it's permanent. This makes Cloverleaf EXTREMELY powerful. I think it ranks WAY above the Belt of Inertial Barrier, which was previously my favorite belt.

EDIT: Fixed my mistake. It was +1 point for damage rolls, not dice. Don't know what I was thinking. ><

EDIT 2: I wanted to clarify how damage rolls work, because it gets complicated once you have multiple die. Hopefully it's easier to understand now.

"Luck" has a vague description. It doesn't really add a flat +5% increase to all stats, it actually modifies all dice rolls by +1. For example, you can never roll a 1 (critical miss) because it's always rerolled as a 2. And your base crit chance is doubled: A to-hit of 19 is rerolled as a 20. Similarly, all of your damage die are increased by one step. Your longsword's base 1d8 damage becomes 2d8. A 1d4+1 magic missile now deals 2d4+1. Multiply that by the number of missiles and you're looking at a serious boost.

By contrast, all of the enemies' rolls and the damage you receive are reduced by one die. An incomming Fireball that rolled 6d6 damage will only deal 5d6. Your saving throws are rerolled as +1 value higher and you cannot be crit, as an opposing to-hit of 20 is reduced to 19.

Luck has never been viable before because the only source of it (the spell) had such a short duration at 18 seconds. But now it's permanent. This makes Cloverleaf EXTREMELY powerful. I think it ranks WAY above the Belt of Inertial Barrier, which was previously my favorite belt.

Just want to make sure I'm reading this right. When you say a "longsword's base 1d8 damage becomes 2d8" you mean the damage range changes from 1-8 to 2-16? That's super powerful.

"Luck" has a vague description. It doesn't really add a flat +5% increase to all stats, it actually modifies all dice rolls by +1. For example, you can never roll a 1 (critical miss) because it's always rerolled as a 2. And your base crit chance is doubled: A to-hit of 19 is rerolled as a 20. Similarly, all of your damage die are increased by one step. Your longsword's base 1d8 damage becomes 2d8. A 1d4+1 magic missile now deals 2d4+1. Multiply that by the number of missiles and you're looking at a serious boost.

By contrast, all of the enemies' rolls and the damage you receive are reduced by one die. An incomming Fireball that rolled 6d6 damage will only deal 5d6. Your saving throws are rerolled as +1 value higher and you cannot be crit, as an opposing to-hit of 20 is reduced to 19.

Luck has never been viable before because the only source of it (the spell) had such a short duration at 18 seconds. But now it's permanent. This makes Cloverleaf EXTREMELY powerful. I think it ranks WAY above the Belt of Inertial Barrier, which was previously my favorite belt.

Just want to make sure I'm reading this right. When you say a "longsword's base 1d8 damage becomes 2d8" you mean the damage range changes from 1-8 to 2-16? That's super powerful.

Oh you're right, my bad! I made a mistake there. Meant to say that when you rolled a number between 1-8 as your damage, it would get boosted by 1 point. So a 1 would become a 2, and so on.

@ajwz Amulet of Whispers : Vocalize while equipped and silence 15' radius 1/day. (great to remove silence on multiple chars by passing it around / circumvent deafness on 1 character)

I had more locations too but I forgot to note them, from memory :

- The Hydra + 2 - Ogre treasure that only appears if you free them under the castle - Bloody Boneplate +2 : Immunity to backstab, charisma -1 - Dropped by Ferrusk the druid in Underground River. - Amulet of Abnormally Awesome Ankheg Summoning - Dropped by Ferrusk as well - Modron Heart - From Rakshasa pulled with spectacles in Underground River

I very much agree with the above comment @Southpaw. I love class or race specific items (or even combined race-class specific items). I like questing for these legendary items geared especially for the character I have developed.

Just to confirm that the Circlet of lost Souls is in BG2, in the possession of the kobold shaman in the sewers under the Copper Coronet (this does not depend on SoD). I can't remember where I found it in SoD.

There are still some items mentioned in the files that don't seem to have been found yet, such as the Trollblood Ioun Stone, Ghost Locket, and the Sable Cloak.

Found the Helmet of Dumathoin in BG2: SoA. It is on the adventuring party who attack you in the sewers under the Temple District. I assume the dwarf was wearing it, but it's hard to tell when looting corpses.

It was in my inventory when I completed SoD, but I'm not sure if this is a requirement.